/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetActor.h
WARNING: These actors are spawned once per ability activation and in their default form are not very efficient For most games you will need to subclass and heavily modify this actor, or you will want to implement similar functions in a game-specific actor or blueprint to avoid actor spawn costs This class is not well tested by internal games, but it is a useful class to look at to learn how target replication occurs
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract, NotPlaceable) class AGameplayAbilityTargetActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)
bool
bDebug
Draw the debug information (if applicable) for this targeting actor.
bool
bDestroyOnConfirmation
FAbilityTargetD...
CanceledDelegate
FGameplayTarget...
Filter
FDelegateHandle
GenericCancelHandle
FDelegateHandle
GenericConfirmHandle
TObjectPtr<UAb...
GenericDelegateBoundASC
TObjectPtr<UGa...
OwningAbility
TObjectPtr<APl...
PrimaryPC
TSubclassOf<AG...
ReticleClass
Reticle that will appear on top of acquired targets.
FWorldReticlePa...
ReticleParams
Parameters for world reticle. Usage of these parameters is dependent on the reticle.
bool
ShouldProduceTargetDataOnServer
The TargetData this class produces can be entirely generated on the server.
TObjectPtr<AAc...
SourceActor
FGameplayAbilit...
StartLocation
Describes where the targeting action starts, usually the player character or a socket on the player character.
FAbilityTargetD...
TargetDataReadyDelegate